Enchantments

Enchantments are bonuses found on melee weapons, armor, helms, ranged weapons and magic in Shadow Fight 2. Each enchantment has its own unique effect on the item, which gives the player a certain advantage. Items that can only be bought with gems are already enchanted, while non-enchanted items can be enchanted using Shadow Orbs. However there is no certainty as to which enchantment they might receive. There are a total of 19 enchantments in the game. They can be forged from three recipes: Simple, Medium, and Mythical Recipes.

Contents

Simple recipes are the first kind of recipe available to the player for forging enchantments. They require only Green Shadow Orbs to forge and require the least amount of time for completion when compared to the other recipes.

Name

Image

Description

Precision

A chance to make a Critical Hit with an increased damage. This chance depends on the power of the enchantment. Available on Melee Weapons & Ranged Weapons.

Overheat

Each strike or each hit taken has a chance to put a buff on you that makes your next strike inflict 200% more damage. This chance depends on the power of the enchantment. Available on all types of equipments.

Poisoning

A chance that your enemy will start to lose 3% health per second over 5 seconds after being hit by weapons and ranged weapons, and 10.2% health per second over 5 seconds after being hit by magic. This chance is proportional to the damage dealt and the power of the enchantment. Available on Melee Weapons, Ranged Weapons & Magic.

Weakness

A chance to weaken your enemy's melee attacks by 75% for 5 seconds after a successful hit. This chance depends on the power of the enchantment. Available on Melee weapons, ranged weapons & magic.

Magic Recharge

A chance to increase your magic recharge from a successful hit by 300% and from taking a hit by 700%. This chance depends on the power of this enchantment. Available on Melee weapons, Armors & Helms.

Bloodrage

A chance that you will deal 200% more damage on your hit, but would also lose 30% of damage dealt in health (10% for Naginata and Ronin's Dadao). This enchantment won't work if it will cause you to lose. This chance depends on the power of the enchantment. Available on Melee Weapons, Ranged Weapons & Magic.

Rejuvenation

A chance to regenerate 3% of your health for 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment. Available on Armor & Helms.

Damage Absorption

A chance to absorb all damage dealt to your body or head by a single strike. This chance depends on the power of the enchantment. Available on Armor and Helm.

Medium recipes, the second type of recipes, utilize Red Orbs as well as Green Orbs to forge enchantments. These enchantments are more powerful than the simple recipes.

Name

Image

Description

Lifesteal

A chance on every successful hit to replenish your health by 250% of the damage dealt to the enemy by weapons and ranged weapons, and by 100% of damage dealt to the enemy by magic. This chance depends on the power of the enchantment. Available on Melee Weapons, Ranged Weapons & Magic.

Bleeding

A chance that the enemy will start to lose 6% health per second over 5 seconds after being hit by weapons and ranged weapons, and 3.4% health per second over 5 seconds after being hit by magic. This chance is proportional to the damage dealt and the power of the enchantment. Available on Melee Weapons, Ranged Weapons & Magic.

Enfeeble

A chance to weaken your enemy's melee attacks by 75% for 10 seconds after a successful hit. This chance depends on the power of the enchantment. Available on Melee Weapons, Ranged Weapons & Magic.

Frenzy

A chance to increase your melee damage by 150% for 5 seconds after a successful hit or taking a hit. This chance depends on the power of this enchantment. Available on all types of equipment.

Stun

A chance to stun your enemy for 5 seconds after a successful hit. This chance is proportional to the damage dealt and the power of the enchantment. Available on Melee Weapons, Ranged Weapons & Magic.

Time Bomb

A chance to set a delayed explosive on your enemy, which will detonate after 2 seconds. This chance depends on the power of the enchantment. Available on Melee Weapons, Ranged Weapons & Magic.

Regeneration

A chance to regenerate 4.5% of your health for 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment. Available on Armor & Helms.

Shielding

A chance to reduce incoming damage by 75% for 7 seconds after being hit. This chance depends on the power of this enchantment. Available on Armor & Helm.

Damage Return

A chance that your enemy will take 85% of damage dealt on every hit. This chance depends on the power of this enchantment. Available on Armor & Helm.

In Mythical Recipes, Purple Orbs are used along with Red and Green ones. Different from the other recipes, they have the condition of unlocking the entire Monk's Set in the Ascension mode before becoming available to the player. Mythical enchantments do not replace Simple or Medium recipes. The Enchantments for the Mythical Recipes are:

Name

Image

Description

Tempest Rage

Every successful hit gives a chance to grow a blue aura around Shadow that can stack up to four times. When in full glow, the next unblocked hit will deal 400% more damage and knock the foe a great distance. However, taking hits will give a high chance to reduce aura stacks. An opponent's throw is guaranteed to reduce one stack.

Shield of the Righteous

N/A

Stone Fetters

N/A

Searing Luminary

N/A

Currently, only Tempest Rage can be unlocked and applied on equipment.

A 20% chance to reduce damage from an incoming critical hit. Extent of this reduction depends on the power of this enchantment. This enchantment was only available on two helms: the Iron Mask, which can only be bought from the 1.6.1 Starter Pack, and Fur Ear-Flap, the New Year 2018 special helm which can be obtained from Gingerbread Chest.

Static Charge

A chance to trigger a short lightning storm targeting your enemy after being hit. This chance depends on the power of the enchantment.

Shocking Strike

Chance to cause a Shock with a Head Hit is increased. This chance depends on the power of the enchantment.

This enchantment is used on some challenges and Gates of Shadows. When the player hits an opponent, the health of the opponent will slowly decrease - just like Bleeding - and a symbol of flame is also seen under the health bar of the player's opponent indicating this status condition. The same also happens when an opponent hits the player in that battle.